Chronicles of Arax: Solo Adventure Game

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Chronicles of Arax

Solo Adventure Game

David San-Briones (Order #32285422)


Chronicles of Arax

Shane Garvey

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Email:

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Chronicles of Arax is copyright Crystal Star Games, 2011. All names and places are completely fictional and are not meant to
represent any location or person, living or dead.

David San-Briones (Order #32285422)


Introduction
The world of Arax is a world filled with blood and The dwarven fortresses built high in the mountains
battle, magic and monsters, slaughter and sorcery. It of Arax are now overrun with goblins, who
is a world where the weak are crushed and the burrowed up through the earth and attacked from
strong survive, where those who are bigger and within the otherwise impenetrable fortress walls.
more powerful bully those who are weaker and One by one the fortresses fall and, although the
more vulnerable. It is a world in need of a Hero, dwarven courage and skill with weapons is
someone who can stand against the darkness and legendary, even they find themselves overwhelmed
fight on behalf of the downtrodden. A Hero like by the sheer number of goblins pouring in to their
YOU. homes.

Chronicles of Arax is a game where you, the reader, And humanity find themselves sorely pressed on all
takes on the role of a Hero in the world of Arax. It is sides, their cities and towns constantly raided and
your job to fight against evil and injustice, to besieged. The barbaric orc tribes march down from
undertake various Quests to further the goals of the north, pillaging everything in their path. The
good, and hopefully get some fame and loot in the necromantic legions from the southern desert
bargain! kingdoms shamble forward, unrelenting in their
march towards the human lands. Some humans
But Arax is a dark and dangerous world, and death even turn against their own, worshipping demonic
will await you at each turn. The ancient empires of powers in secret and plotting the downfall of their
men, dwarfs and elves are crumbling, beset on all race from within.
sides by the dark hordes of the orcs, goblins, demons
and the undead. But all is not lost. Many Heroes have arisen in these
dark times, men and women, human, elf and dwarf,
The once magnificent elven forests, at one time each of them seeking to turn back the tide of
beautiful, green and lush, are now withering and darkness that threatens to engulf Arax. Will you be
dying, the magically-crafted towers and wondrous one of these Heroes?
tree-cities that lie within broken and shattered. Only
the elven talent at manipulating mana, the magical
force that permeates Arax, has stopped their race
from being wiped out.

What You Need To Play

There are a few things you will need to have handy You will need a copy of the character sheet found at
in order to play the game. First and foremost is a the end of these rules as well.
copy of these rules. You may print these rules for
your own use, and even give them to friends and Finally, you may wish to purchase some premium
family if you want. content for Chronicles of Arax. This content, available
for $1 each, includes things like new Hero types,
You will need a set of polyhedral dice. This means new Quests, new tables and charts and much, much
you need a d4, d6, d8, d10, d12 and d20 (check out more. All of this is optional however; you can play
the glossary if you are not sure what this means). the game simply with these rules!
Some pens and paper are also necessary.

David San-Briones (Order #32285422)


Heroes
In Chronicles of Arax, you take on the role of a mighty REFLEXES
Hero who, in the face of utter darkness, stands up The Reflexes characteristic shows just how quickly
for the light by undertaking missions and adventures a Hero can react. It also measures their agility and
(known as Quests) that will hopefully aid the forces stealth.
of light.
ENDURANCE
Throughout Arax a Hero can come from any walk This shows how tough a Hero is. A high Endurance
of life, be it a noble Knight, an elf Druid or a die means the Hero can withstand more pain than a
stalwart dwarf Stone Warrior. This rules manual Hero with a low Endurance die.
includes one Hero type for you to play as: the
Adventurer. KNOWLEDGE
This measures a Hero’s intelligence. The higher this
Regardless of what type of Hero you choose to play characteristic is, the more likely it is the Hero will
as, each one has a set of numerical statistics known know something.
as characteristics. Each characteristic represents a
different facet of your Hero, such as how good at CHARM
fighting they are, how strong or smart they are, and The Charm characteristic is used when dealing with
so on. others. It is a measure of a Hero’s friendliness and
charisma.
Each of these characteristics has a die type assigned
to it, such as d4 or d6. The more sides the die has, PERCEPTION
the better. Finally, this characteristic shows you how sharp a
Hero’s senses are. It governs sight, smell, taste,
The characteristics are Fighting Skill, Magic Skill, hearing and touch.
Strength, Reflexes, Endurance, Knowledge, Charm
and Perception.

FIGHTING SKILL
This characteristic measures a Hero’s ability to fight
in battle. The higher this score is, the more likely it
is the Hero will hit and defeat any enemy he
encounters.

MAGIC SKILL
This shows how good the Hero is with magical
powers. It also governs the use of some magical and
enchanted items.

STRENGTH
This characteristic shows how physically powerful
the Hero is. A stronger Hero is able to do more
damage to enemies in hand-to-hand fighting.

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Wounds

All Heroes have another score, Wounds. This is not Your Hero’s Wounds score will change frequently
represented by a die, but rather by a numerical during a Quest. If your Hero’s Wounds score ever
score. A Hero’s starting Wounds score is equal to reaches 0, your Hero has been killed and you must
double the maximum roll on his Endurance die. For start again, with a brand new Hero. If you manage
example, a Hero with Endurance: d6 would have 12 to regain Wounds during a Quest, you may never
Wounds (maximum roll of 6, multiplied by 2 = 12). raise them above your starting score.

! Jarn crept silently through the tunnel, the shutters on his lantern only opened a crack to give him just enough light
to see by, but not enough that he would be spotted by any of the orcs that called these infernal caves home. Why
the orcs had even come here he was unsure; normally, they would have just raided villages and towns on their way
south, stopping only when they were defeated.

Maybe it had something to do with this mage that supposedly led the orcs, he thought to himself. That was
interesting in itself: if the rumours were to be believed, a human sorcerer had forsaken his own race and fled north,
where he now led a band of orcs. It was said that the orcs in these caves were led by this sorcerer.

Rounding a corner, Jarn suddenly came to a wooden door that barred his way onwards. Listening closely, he could
hear a faint sound coming from beyond, but he couldn’t make out what it was. He could either go on, risking
whatever was beyond the door, or trek back the way he had come... the decision was easy.

Trying the door handle, Jarn found it was unlocked. Slowly he twisted it and pushed the door open. To his relief it
swung silently on its hinges, making not even the slightest squeak.

Stepping inside, he surveyed the room. It was dirty and unkempt, and smelt of leather and sweat. A rickety wooden
table stood in the middle of the room, a bowl of stew sitting in the middle of it, besides which lay a dirty wooden
spoon. A mug of half-finished ale rested beside it.

Lying on a pallet of straw was a sleeping orc, battle axe still held in its hand. It was snoring softly, drunk from
drinking too much strong ale with its dinner. It still slept in its armour of studded leather.

A small wooden chest rested at the feet of the sleeping orc and Jarn’s eyes were instantly turned towards it. His
mind made up, he crept towards it, his mind imagining what might be within. This proved to be his downfall, for he
didn’t notice the upturned chair that lie in his way...

With a crash, Jarn fell to the floor, mere inches away from the orc’s face. Instantly it was alert, it’s hand tightening
around the haft of its battle axe. Both Jarn and the orc leapt to their feet, weapons ready. Both knew that only one
of them would leave this fight alive.

David San-Briones (Order #32285422)


Playing the Game
Once you have chosen you Hero and got all your If you make it through the Encounter, you must
things together, it is time to play! move on to the next Encounter. Roll 1 d10 again,
but this time add +1 to the roll.
The first thing you need to do is choose a Quest to
undertake. There is a short Quest in these rules, and Continue doing this, add +1 to the roll for each
more Quests will be available as premium content. previous encounter you have beaten (so, if you had
already beaten five encounters, you would add +5 to
With your Quest chosen it is time to begin. Quests the roll). This continues until you make it to the final
will normally have 10 or more Encounters, each one Encounter of the Quest. If you beat this Encounter,
numbered in order. When you begin a Quest, roll 1 you have successfully completed the Quest!
d10 and go to the Encounter with the number rolled
(for example, if you rolled a 7 you would go to Each Encounter can only be beaten once, so if you
Encounter 7). beat it, make a mark next to it. If you happen to roll
this Encounter again, move on to the next
Once you know which Encounter to play, read Encounter along that you haven’t already beaten.
through the Encounter and follow the instructions
within.

Tests

Many Encounters will call upon you to make a Test the Encounter; it may be something like, ‘make a
against one of your Hero’s characteristics. This will Strength Test (4+)’. This means roll your Strength
be written as ‘make a Strength Test’ or ‘make a die, and if you roll 4 or more, you pass; if you roll 3
Charm Test’. In order to make a Test, roll the die or less, you fail.
associated with the listed characteristic (so roll your
Strength die for a Strength Test, Charm die for a What happens if you pass or fail will be listed in the
Charm Test, and so on). Encounter.

You will need to roll a certain number or higher in


order to pass the Test. This number will be listed in

Fighting Battles
Quite often you will be told to fight a battle against 1. Roll your Fighting Skill, then roll your
an enemy during an Encounter. Use the following opponent’s Fighting Skill. If your roll is
rules to simulate the battle. higher, proceed to step 2. If your opponent’s
roll is higher, proceed to step 3. If the rolls
Your enemy will be given a Fighting Skill and are equal, return to step 1.
Wounds score in the text, as well as a special
Damage and Armour score. You will need these 2. You have hit your opponent! Roll your
when determining the outcome of the battle. Strength die, adding any damage bonuses
you get from equipment or skills. Now, roll
your opponent’s Armour die. If your total is

David San-Briones (Order #32285422)


higher, you have hurt your opponent: reduce you see that you are wielding a sword, with a
his Wounds score by the amount you won by. damage bonus of +2. You add that to your roll for a
If your total is lower, your opponent has total of 5.
shrugged off the blow and are unhurt. Go to
step 4. Next you roll the Goblin’s Armour die, getting a 3.
You have the higher total by a score of 2, meaning
3. You have been hit! Roll your opponent’s the Goblin loses 2 Wounds, leaving him with only 1
Damage die. Then roll your Endurance die, Wound.
adding any armour bonuses you get from
equipment or skills. If your total is lower, you As you are both still alive, you return to step 1 to
have been hurt: reduce your Wounds score fight again.
by the amount your opponent won by. If
your total is higher, you have shrugged off DAMAGE AND ARMOUR BONUSES
the blow and are unhurt. Go to step 4. There are many different items of equipment that
can provide damage and armour bonuses, the most
4. If both your Hero and your opponent has common of which are weapons and armour. It is
more than 0 Wounds left, return to step 1. important to note that you can only claim damage
and armour bonuses from one item of equipment at
a time. For instance, if you had two items of
EXAMPLE OF COMBAT equipment that provided a damage bonus, you could
You (Fighting Skill: d6, Strength: d6; Endurance: only claim one of these bonuses a time (obviously,
d6; 12 Wounds) are fighting a Goblin (Fighting you would take the higher one). The same goes if
Skill: d4; Damage: d6+1; Armour: d6; 3 Wounds). you have multiple armour bonuses: you can only
claim one at a time.
First you roll your Fighting Skill, scoring a 5. Next
you roll the Goblin’s Fighting Skill, scoring a 4. As If you ever enter a battle without a weapon, you
your roll is higher than the Goblin’s, you have hit it! must deduct -1 from your damage.

Now you roll your Strength die, scoring a 3.


Checking to see if you have any damage bonuses,

Completing the Quest


Once you have completed the final numbered in the process. The number of Experience Points
Encounter of your chosen Quest, you have you need to go to the next level is listed below.
successfully completed that Quest! Congratulations!
Level


Experience Required
Now it is time for your Hero to return home to rest 0


0
and heal, and to spend any loot he may have 1


10
acquired (see Equipment). 2


20
3


35
Once the Quest is completed, return your Hero to 4


50
his full starting Wounds score. 5


70
6


100
You also gain Experience Points at the end of the 7


130
Quest. You gain 1 Experience Point for every 8


170
Encounter you beat during the Quest. Once you 9


220
reach a certain number of Experience Points your 10


300
Hero rises in Level, earning new abilities and skills

David San-Briones (Order #32285422)


The Adventurer
This section presents a Hero for you to use in STARTING EQUIPMENT: Sword (+2 damage
your Quests. The Adventurer is a generic Hero bonus); Leather Armour (+1 armour bonus);
that is perfect for a first time player, or for Healing Potion (restores 1 d6 Wounds when used,
someone who wants a Hero that is good at many one use only).
things.
Alternatively, begin with 35 coins and purchase
There are some people in every society who live for equipment instead of using the starting list.
the thrill of danger. Life in the cities or on a farm is
so boring to these people, so pedestrian, that they ADVANCED ADVENTURERS
would soon go crazy if they were forced to do it for
any length of time. Luckily for these people (and As an Adventurer rises in level they gain special
unluckily for the rest of the world) Arax is a skills and characteristic increases. The following
dangerous place, so there is plenty of thrills to be table shows what an Adventurer gains at each level.
had.
Level


Ability
Adventurers are men and women who love to 0


-
explore the wilder-lands of the world, delving deep 1


Special Skill
into ancient ruins in search of treasure, or sneaking 2


Special Skill
into enemy lands on a mission of great importance. 3


Fighting Skill d8
They are highly skilled and they need to be, for 4


Reflexes d8
where they go danger is only metres away. 5


Special Skill
6


Special Skill
An Adventurer makes a great Hero for, while they 7


Perception d10
are not really masters in any one area, they are good 8


Charm d8
all rounders who have a reasonable chance at 9


Special Skill
succeeding no matter the odds. 10


Special Skill

CHARACTERISTICS

An Adventurer begins with the following


characteristics:

FIGHTING SKILL:

d6
MAGIC SKILL:

d4
STRENGTH:

d6
REFLEXES:


d6
ENDURANCE:

d6
KNOWLEDGE:

d6
CHARM:


d6
PERCEPTION:

d8

WOUNDS:


12

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Special Skills

When an Adventurer gains a Special Skill, they gain


6. EVASION
one of the benefits listed below. Roll 1 d10, twice,
Realizing the danger of the situation, your Hero
and consult the list of Special Skills below, choosing
skillfully backs away and out of trouble.
one of the Special Skills you rolled.. Your
Adventurer now knows that Special Skill and gains
Once per Quest you may use this Special
all of its benefits. If you happen to roll a Special
Skill to leave an Encounter. You do not count
Skill you already have, you may instead choose one
as beating the Encounter.
from the list freely.

7. LOCKBREAKER
1. DANGER SENSE
Your extensive training at exploring hidden areas

Your Hero has an uncanny sixth sense that alerts
and having to open locked doors and chests allows

him to danger moments before it happens.
you to do this much more easily than others.


Reduce any Wounds your Hero loses by 1,
You may add +1 to any dice rolls you make

down to a minimum of 1.
when attempting to open a locked door or

chest.

2.
LUCKY

Blessed with a lucky streak a mile long, your Hero
8. EXPLORER

puts this to good use when on a Quest.
You have a knack at finding secret doors and hidden

passages.

Once per Quest, you may re-roll any one

failed Test.
You may add +1 to your Perception Tests

when rolling to find a secret door or passage.

3. TREASURE HUNTER

You know how to find even the best-hidden treasures.
9. MIND TRICK

Others say you are ‘lucky’, but when asked you
Your way with words and your quick wit allow you

simply tell them you can ‘smell’ gold.
to make friends with even the worst of enemies.


Whenever you find some coins, you may add
Once per Quest, you may attempt to talk

an extra 1 d6 to the amount found.
your way out of a battle instead of fighting.

Make a Charm Test (5+); if you pass, you

4. TRAPMASTER
count as defeating the enemy.

As the trap is sprung, you manage to leap out of the

way at the very last second!
10. MONSTROUS LORE

Your constant run ins with monsters and beasts has

If you fail a Test as a result of a trap, you
given you an extensive knowledge of how they

may re-roll the Test.
operate, their strengths and their weaknesses.


5. WEAPON SKILL
Whenever you have to fight a battle, you may

Your Hero has trained extensively with a particular
first make a Knowledge Test (5+). If you

weapon and can wield it with skill.
pass, you gain a +1 bonus to your Fighting

Skill for that battle.

Choose a weapon, such as a sword or spear.

When you use this weapon in battle, add +1

to your Fighting Skill roll.

David San-Briones (Order #32285422)


Bloodfyre Mountain
Bloodfyre Mountain is a short Quest, ideal for beginning players. It takes place on the northern border of the
human lands in a small cave system.

Recently you have been spending some time in the most northern city in human lands, Gibston. This town has been
built and re-built over the years after suffering constant attacks from the orcish hordes of the north. The people are
tough and hardy, and town defence is the first thing on their minds.

It has come to your attention that a small band of orcs have taken up residence in the caves beneath Bloodfyre
Mountain, a dormant volcano a days ride north of Gibston. Rumour has it that a renegade human sorcerer named
Goraz leads them and that, over the years, he has amassed a hoard of treasure. You decide to investigate and ride out
to the mountain. Upon arriving you enter one of the caves. Inside it is damp and dark...

Encounters

1 - LOCKED DOOR Make a Reflexes test (3+). If you pass, you sneak
past the guard and may continue with the next
You come to a locked wooden door. There appears to be no Encounter. If you fail, the orc wakes up and attacks
keyhole, so you try to bash the door down. you!

Make a Strength Test (4+). If you fail, you get no Orc (Fighting Skill: d6; Damage d6+2; Armour: d8+1; 4
further in this Encounter. If you pass, continue Wounds)
reading.
If you beat it, you may take its sword (damage
The door flies open and you rush headlong into the room bonus +2) and 1 d6 coins.
beyond. Unfortunately for you, the floor gives way beneath
you, plunging you into a pit trap!
3 - GUARD ROOM
Make a Reflexes Test (4+). If you pass, you avoid
the trap. If you fail, you fall into the pit and lose 1 d6 Ahead of you is the door to a room. Listening at the door
Wounds. Either way, continue with the next you hear the sound of someone - or something - snoring.
Encounter. You open the door quietly and see a sleeping orc lying on a
straw bed. At the foot of the bed is something that tempts
you: a wooden chest. You decide to sneak in.
2 - SLEEPING GUARD
Make a Reflexes Test (3+). If you pass, you sneak
Rounding a corner in the tunnel you spot an orcish guard in, open the chest and take the treasure within (2 d6
sleeping at his post several metres up ahead. You decide to coins). If you fail, the orc wakes up and attacks you.
try and creep past.

David San-Briones (Order #32285422)


Orc (Fighting Skill: d6; Damage: d6; Armour: d8; 4 Make an Endurance Test (4+). If you fail, lose 1 d4
Wounds). Wounds from being violently ill. If you pass nothing
happens. Continue with the next Encounter.
If you beat it, you take the treasure in the chest.

6 - PRISONERS
4 - DRUNK ORCS
You follow a passage that slopes further into the earth.
An unholy cacophony of noise can be heard from up ahead. Eventually you come to a set of iron doors, each of them
Rounding a corner you spot two orcs singing and yelling at locked. Looking through the grills in the top of the doors
the top of their guttural voices, flagons of ale in their you realize this must be where the orcs keep their prisoners.
hands. They are very drunk and, upon seeing you, become Most of the prisoners are dead or dying, but one man tells
very aggressive! you that if you free him, he will come with you.

You have no choice but to fight them, one after the Make a Strength Test (5+) or Reflexes Test (5+) to
other. open the door. If you pass, you free the prisoner and
he makes good on his word: for the rest of this
Orc #1 (Fighting Skill: d6-1; Damage: d6+2; Armour: Quest he will accompany you, adding +1 to your
d8+1; 4 Wounds) Fighting Skill. If you fail you cannot open the door.
Continue with the next Encounter.
Orc #2 (Fighting Skill: d6-1; Damage: d6+2; Armour:
d8+1; 4 Wounds)
7 - UNDERGROUND RIVER
If you beat them you may take their swords (damage
bonus +2) and 2 d6 coins. The sound of rushing water gets louder as you head deeper
into the mountain. Eventually you come to a raging river.
The only way forward is to cross, so you wade into the
5 - LARDER cold, deep, fast flowing rapids...

You open the door to a small room and are immediately hit Make a Strength Test (4+). If you pass you make it
with the overpowering stench of rotting meat! You have across to the other side. If you fail, you make it
found the larder of the orcs, and it makes you sick to the across but not before being dashed on the rocks and
stomach. losing 1 d6 Wounds. Continue with the next
Encounter.

8 - STORE ROOM

You come to a locked door and decide to try and open it.

Make a Strength Test (4+) or a Reflexes Test (4+).


If you fail you cannot open it; continue with the next
Encounter. If you pass, continue reading.

The door opens to reveal a storage room of some sort. All


manner of things are strewn around the room in a haphazard
fashion, but you decide to search through it in the hopes of
finding something useful.

You find 2 d6 coins and a battle axe (+2 damage


bonus, cannot be used with a shield). You may also
roll once on the Artifacts and Relics table.

David San-Briones (Order #32285422)


9 - GREAT ORC 13 - MAZE OF GORAZ

As you are making your way down a tunnel you are You follow a series of tunnels for what seems like an age.
surprised by a bellowing yell from behind you. Turning They twist and turn, doubling back on each other and
around you see a massive great orc charging at you! running every which way. Suddenly you come to an area
that seems familiar... and then it dawns on you. You are in a
You have no option but to fight. maze!

Great Orc (Fighting Skill: d8; Damage: d8+2; Armour: Make a Knowledge Test (4+). If you pass you
d8; 4 Wounds) navigate out of the maze. If you fail, you eventually
find your way out, but not before suffering from
If you win you may take his battle axe (+2 damage lack of food and water (lose 1 d4 Wounds). In
bonus, cannot be used with a shield) and 1 d6 coins. addition, when rolling for Encounters, reduce the
number you add to the roll by -3.

10 - ORCLINGS
14 - ORC SHAMAN
You enter a large, filthy chamber. At first you believe it to
be empty, but then you notice movement. Two young orcs You enter a chamber filled with all sorts of weird things.
rush at you, attempting to rend you with their teeth! Animal skulls (some of which you realize are human), body
parts, and vials of foul-smelling liquid line shelves around a
You must fight them one at a time. bubbling vat. Standing beside the vat is a grey-skinned orc
who seems startled by your appearance. He quickly recovers
Orcling #1 (Fighting Skill: d4; Damage: d6; Armour: d6; 3 and begins to chant in the language of magic.
Wounds)
Roll 1 d6 to see what spell the orc shaman casts.
Orcling #2 (Fighting Skill: d4; Damage: d6; Armour: d6; 3
Wounds) d6
Spell

Effect

If you beat them, continue with the next Encounter. 1-2


Headbang
Great pain begins to form in your



skull, driving you to your knees.



Lose 1d6 Wounds.
11 - ARROW TRAP
3-4
Aura of weakness You suffer a -1 penalty to your
You have just opened a flimsy wooden door when suddenly


Fighting Skill and Strength rolls
you hear a click. An arrow comes flying out of the wall


for this Encounter.
behind you, aiming straight for your head!
5-6
Poison blade
The shaman magically imbues his
Make a Reflexes Test (5+). If you fail, lose 1 d6


staff with virulent poison. Any
Wounds. If you pass, you dodge out of the way of


damage the shaman does during
the arrow. Continue with the next Encounter.


the battle is doubled.

You must then fight the orc shaman.


12 - DEAD END?
Orc Shaman (Fighting Skill: d6; Damage: d6+1; Armour:
The tunnel you are following suddenly stops at a dead end. d8; 3 Wounds)

Or does it? Make a Perception Test (4+). If you fail, If you beat it, you find 1 d6 coins, a staff, and may
you find nothing and must continue on to the next make one roll on the Artifacts and Relics table.
Encounter. If you pass, you find a secret door that
leads further into the mountain. Roll for your next
Encounter twice, and choose which one you want to
play.

David San-Briones (Order #32285422)


15 - FIGHTING PIT

You enter a large chamber and immediately regret your


actions. The chamber is filled with orcs and as soon as they
see you they capture you. Stripping you of all their
weapons, they usher you into a circle of orcs and in front of
a great orc. He tells you if you beat him in combat he will
let you live, otherwise you will be killed.

You have no choice but to fight. However, you have


none of your equipment and must remove it from
your list of gear.

Great Orc (Fighting Skill: d8; Damage: d8+2; Armour:


d8; 4 Wounds)
If you beat it the orc underlings flee the area. You
If you beat it the orcs let you go; you manage to grab search the room and find 2 d6 coins, a healing potion
one item of equipment before fleeing (your choice). and a rune sword.

16 - SECRET CHAMBER 18 - TREASURE ROOM

You enter a very dark room. The tunnel ends at an iron door.

If you do not have a lantern, you can go no further The door is locked. Make a Strength Test (5+) or a
here; continue with the next Encounter. If you do Reflexes Test (4+) to open the door. If you fail, move
have a lantern, continue. on to the next Encounter. If you pass, continue:

Your lantern lights the room enough for you to see that it The great iron door opens into a large, empty room.
is rather large, but mostly empty. A few empty bookcases
line the walls, and moldy and rotting rugs sit on the floor. Something doesn’t seem right... make a Magic Skill
Test (4+). If you fail, move on to the next Encounter.
Make a Perception Test (5+). If you fail, you find If you pass, continue:
nothing and must leave the room (continue with the
next Encounter). If you succeed, you find a secret You realize that the emptiness of the room is an illusion.
chamber behind one of the bookcases and within lies Using your magical ability, you dissipate the mana hiding
a prized treasure. Make a roll on the Artifacts and the contents of the room. When revealed, you are standing
Relics chart. near a pile of treasure.

You find 5 d6 coins, and may make two rolls of the


17 - CHAMBER OF THE ORC CHIEF Artifacts and Relics table.

You enter a large chamber. The first thing you notice is the
large, muscular orc who is berating his minions that cower 19 - PET DRAGON
on the floor beneath him. This must be some sort of
chieftain or general. A second later, it notices you. Kicking The tunnel you are following emerges into a massive
its underlings out of the way, it draws a massive sword and cavern. Within it are piles of treasure: gold, gems and
advances towards you. weapons are spread over the entire floor. But there is one
other thing that catches your attention: the large dragon
You must fight it. sitting on top of the pile of gold. The dragon is simply
staring at you, awaiting your next move.
Orc Chieftain (Fighting Skill: d8; Damage: d8+2;
Armour: d8; 7 Wounds).

David San-Briones (Order #32285422)


Goraz (Fighting Skill: d6; Damage: -; Armour: d6; 12
Wounds)

If Goraz wins a round of battle, he deals no damage,


but instead casts one of the following spells. Roll 1
d6 to discover which spell.

d6
Spell

Effect

1-3
Arcane blast
A blast of mana hits you firmly in



the chest. Lose 1 d6 Wounds.

4
Forcefield
Goraz adds +1 to his Armour

5
Drain life
The sorcerer saps some of your



strength and transfers it to



himself. Lose 2 Wounds; Goraz



regains
2 Wounds.

6
Firesword
A flaming blade appears in the



sorcerer’s hands. He adds +1 to his



Fighting Skill.

If you win, congratulations! You have beaten


You are in great danger. You can attack it if you Bloodfyre Mountain and completed the Quest. You
wish: gain 4 d6 coins and may make two rolls on the
Artifacts and Relics table.
Dragon (Fighting Skill: d12; Damage: d12+3; Defence:
d12+3; 36 Wounds)

But that is probably suicidal. You can also try to


convince the dragon to let you past. Make a Charm
Test (4+), Magic Skill Test (5+) or Fighting Skill With the defeat of Goraz, the remaining orcs
Test (6+). If you fail, the dragon attacks and you fled north, back to their barbaric lands. Bloodfyre
must fight it. If you pass, you impress the dragon Mountain remained uninhabited for some time,
enough that it lets you continue through his cavern. though people who travelled to the caverns
reported it being ‘haunted’ and refused to return.
If you fight and (somehow) beat the dragon, you
find 5 d6 coins and may make two rolls on the
After thirteen months rumours began circulating
Artifacts and Relics table.
that the caverns were once again inhabited. It
was unknown whether these were just tavern
20 - GORAZ tales or if there was some truth to them, but
upon investigation it was found that the entrance
A plain wooden door opens to reveal a middle-aged man to the caves had been blocked by arcane means.
sitting behind a mahogany desk. His black eyes stare at you
with burning hatred. Books line the walls, as does other So far, no one has broken through the barrier
arcane paraphernalia. You realize that you are looking at in order to discover what is happening within
Goraz the Sorcerer. “What took you so long?” he asks Bloodfyre Mountain.
before leaping to his feet.

You have no choice but to fight Goraz.

David San-Briones (Order #32285422)


Equipment
Your Quest is finished! Any coins, equipment, Below is a brief list of equipment you can purchase
Artifacts and Relics you found during the Quest can using any coins you have. You can also sell
be carried on to the next Quest, aiding your Hero on equipment for half the listed value; for example, if
his or her next journey. you wish to sell a battle axe, you would get 5 coins
for it.
Between Quests you have the opportunity to buy
new equipment for your Hero. This can include There is a limit to the amount of items you can carry,
things such as weapons and armour, but also though. Your Hero may only carry a maximum of 12
miscellaneous stuff such as ropes, bandages and items at any time (coins do not count towards this
other items. limit, but equipment, Artifacts and Relics do).

Equipment List


Item



Cost

Special Rules


Battle axe


10 coins

+2 damage bonus, cannot be used with shield

Club



6 coins

+1 damage bonus

Dagger



2 coins

+0 damage bonus

Pole arm


25 coins

+3 damage bonus, cannot be used with shield

Staff



4 coins

+1 damage bonus, cannot be used with shield

Sword



15 coins

+2 damage bonus


Chain mail


15 coins

+2 armour bonus, -1 Reflexes

Full plate


50 coins

+4 armour bonus, -2 Reflexes

Leather armour


10 coins

+1 armour bonus

Plate mail


30 coins

+3 armour bonus, -1 Reflexes

Shield



5 coins

When hit, roll 1 d6; on 6, ignore all damage.


Bandages


3 coins

Restore 1 Wound, one use each

Healing potion


10 coins

Restores 1 d6 Wounds, one use only

Lantern



3 coins

One use only.

Rope



5 coins

+1 bonus when climbing

David San-Briones (Order #32285422)


Artifacts & Relics
At times during a Quest, you may discover some
magical or enchanted items that will be of enormous
benefit to your Hero. These items are known as
Artifacts and Relics.

When you are told to make a roll on the Artifacts &


Relics table, roll 1 d10 and consult the following list.
Your Hero gains whatever item or items you roll on
the table.

1. RUNESWORD 6. SCROLL OF DISPELLING







This enchanted blade, created by both the
When a spell is cast your Hero, you may read

elves and the dwarfs, has a +2 damage
from this scroll. If you do, the spell is

bonus. It also adds +1 to your Fighting Skill.
dispelled without effect. One use only.

2. BATTLEHELM 7. IVORY AMULET




Once standard issue to all human soldiers, a
This item restores 1 Wound per Encounter

battlehelm adds +1 to your armour. This
that you pass through.

bonus is cumulative with other armour

bonuses.
8. RING OF TELEPORTATION

3.
SILVER SHIELD
This simple iron band allows you to escape


from one Encounter. You don’t count as

Covered with enchanted sigils, the silver
passing it. One use only.

shield acts as a normal shield, but also

decreases your opponents Fighting Skill by

-1. 9. ORB OF LIGHT


This crystal ball shines brightly, counting as
4. HEALING POTION

a lantern with unlimited uses.



This draught restores 1 d6 Wounds. One use

only. 10. ONYX TALISMAN


The onyx talisman surrounds the wearer
5. CURE ALL


with a halo of mana, which gives you a +3

armour bonus.

This draught restores all lost Wounds. One

use only.

David San-Briones (Order #32285422)


Glossary
Characteristics: A set of scores that define what a Hero is and isn’t good at. There are eight of these: Fighting
Skill, Magic Skill, Strength, Reflexes, Endurance, Knowledge, Charm and Perception.

d4: A dice with four sides, numbered 1-4.

d6: A dice with six sides, numbered 1-6.

d8: A dice with eight sides, numbered 1-8

d10: A dice with ten sides, numbered 0-9. The 0 is counted as 10.

d12: A dice with twelve sides, numbered 1-12.

d20: A dice with twenty sides, numbered 1-20.

Encounter: Quests are made up of Encounters, representing a different area of the Quest.

Experience Points: A measure of how skilled your Hero is.

Hero: Your character; you play as this person during a Quest.

Level: A numerical value, ranging from 0 to 10, which indicates how powerful your Hero is.

Quest: An adventure or mission your Hero undertakes.

Test: A dice roll on a characteristic to determine if a Hero is successful in a situation or not.

Wounds: A measure of how healthy a Hero is. If a Hero has 0 Wounds, they are killed.

David San-Briones (Order #32285422)

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